Exemplo n.º 1
0
            public SignalAspectData(Orts.Formats.Msts.SignalType mstsSignalType, Orts.Formats.Msts.SignalDrawState drawStateData)
            {
                if (mstsSignalType.Lights != null)
                {
                    DrawLights = new bool[mstsSignalType.Lights.Count];
                    FlashLights = new bool[mstsSignalType.Lights.Count];
                }
                else
                {
                    DrawLights = null;
                    FlashLights = null;
                }

                if (drawStateData.DrawLights != null)
                {
                    foreach (var drawLight in drawStateData.DrawLights)
                    {
                        if (drawLight.LightIndex < 0 || DrawLights == null || drawLight.LightIndex >= DrawLights.Length)
                            Trace.TraceWarning("Skipped extra draw light {0}", drawLight.LightIndex);
                        else
                        {
                            DrawLights[drawLight.LightIndex] = true;
                            FlashLights[drawLight.LightIndex] = drawLight.Flashing;
                        }
                    }
                }
                SemaphorePos = drawStateData.SemaphorePos;
            }
Exemplo n.º 2
0
            public SignalTypeData(Viewer viewer, Orts.Formats.Msts.SignalType mstsSignalType)
            {
                if (!viewer.SIGCFG.LightTextures.ContainsKey(mstsSignalType.LightTextureName))
                {
                    Trace.TraceWarning("Skipped invalid light texture {1} for signal type {0}", mstsSignalType.Name, mstsSignalType.LightTextureName);
                    Material = viewer.MaterialManager.Load("missing-signal-light");
#if DEBUG_SIGNAL_SHAPES
                    Type = SignalTypeDataType.Normal;
#endif
                    FlashTimeOn    = 1;
                    FlashTimeTotal = 2;
                }
                else
                {
                    var mstsLightTexture = viewer.SIGCFG.LightTextures[mstsSignalType.LightTextureName];
                    Material     = viewer.MaterialManager.Load("SignalLight", Helpers.GetRouteTextureFile(viewer.Simulator, Helpers.TextureFlags.None, mstsLightTexture.TextureFile));
                    GlowMaterial = viewer.MaterialManager.Load("SignalLightGlow");
#if DEBUG_SIGNAL_SHAPES
                    Type = (SignalTypeDataType)mstsSignalType.FnType;
#endif
                    if (mstsSignalType.Lights != null)
                    {
                        // Set up some heuristic glow values from the available data:
                        //   Typical electric light is 3.0/5.0
                        //   Semaphore is 0.0/5.0
                        //   Theatre box is 0.0/0.0
                        var glowDay   = 3.0f;
                        var glowNight = 5.0f;
                        if (mstsSignalType.Semaphore)
                        {
                            glowDay = 0.0f;
                        }
                        if (mstsSignalType.FnType == SignalType.FnTypes.Info || mstsSignalType.FnType == SignalType.FnTypes.Shunting) // These are good at identifying theatre boxes.
                        {
                            glowDay = glowNight = 0.0f;
                        }

                        foreach (var mstsSignalLight in mstsSignalType.Lights)
                        {
                            if (!viewer.SIGCFG.LightsTable.ContainsKey(mstsSignalLight.Name))
                            {
                                Trace.TraceWarning("Skipped invalid light {1} for signal type {0}", mstsSignalType.Name, mstsSignalLight.Name);
                                continue;
                            }
                            var mstsLight = viewer.SIGCFG.LightsTable[mstsSignalLight.Name];
                            Lights.Add(new SignalLightPrimitive(viewer, new Vector3(-mstsSignalLight.X, mstsSignalLight.Y, mstsSignalLight.Z), mstsSignalLight.Radius, new Color(mstsLight.r, mstsLight.g, mstsLight.b, mstsLight.a), glowDay, glowNight, mstsLightTexture.u0, mstsLightTexture.v0, mstsLightTexture.u1, mstsLightTexture.v1));
                            LightsSemaphoreChange.Add(mstsSignalLight.SemaphoreChange);
                        }
                    }

                    foreach (KeyValuePair <string, Orts.Formats.Msts.SignalDrawState> sdrawstate in mstsSignalType.DrawStates)
                    {
                        DrawAspects.Add(sdrawstate.Value.Index, new SignalAspectData(mstsSignalType, sdrawstate.Value));
                    }
                    FlashTimeOn            = mstsSignalType.FlashTimeOn;
                    FlashTimeTotal         = mstsSignalType.FlashTimeOn + mstsSignalType.FlashTimeOff;
                    Semaphore              = mstsSignalType.Semaphore;
                    SemaphoreAnimationTime = mstsSignalType.SemaphoreInfo;
                }
            }